I need unit-related-upgrade, so I could upgrade each unit independently of other units of the type. Is it possible to implement such kind of upgrade in upgrade tab of data editor?
Make a behaviour which includes whatever attribute change you want. If you can't change the desired attribute via behaviours, then you're SOOL. Add the behaviour to your unit.
Now make your upgrade. Make a requirement for that upgrade, and under "use" (NOT "show"), enter your upgrade and "completed at unit" (yes, your unit needs to have the research skill). Now make a "player requirement" validator and set it to reject your upgrade. Now attach your validator to your behaviour under "disable".
SC2 was not designed for this. The above is a very ugly workaround. Personally I would use triggers which apply behaviours instead.
Now make a "player requirement" validator and set it to reject your upgrade.
What do you mean? Should I set a requirement for this validator or what?
Btw, "completed at unit" seems to be a momentary event. The requirement is always false except the moment the upgrade is completed at unit. So how momentary event is supposed to enable a behavior forever? Maybe a validator can be switched by a short event instead of constant condition?
However, you can have a behaviour on a unit with a "completed at unit" requirement to function. I'm not sure what the issue is without seeing your map, but try changing settings here and there without deviating too far from what I stated above and it should work eventually. It's something I've used in the past so I know it works.
I hate to bump a four-month-old thread, but I'm having a minor problem with this solution.
I thought it would be an ideal replacement for my original work-around (I had each "upgrade" be an Effect - Instant Ability with a long casting time), and for the most part it works like a charm. But I can't get the button for the upgrade to go away once the upgrade has been completed. It goes away while the upgrade is in the process of being researched, but once it's finished the button pops back up again.
I had the Research ability set to use a Requirement similar to player-wide upgrades, with Not -> Count Upgrade -> Queued or Better at Unit. Then I tried setting the requirement on the button on each unit's command card, but that didn't work either. Is there an alternative I'm not seeing here?
I have a map i am working on with a bunch of units. Each unit has 8 upgrades on them that only effect that one unit. The way i do it is, I make a 2 behaviors that use the same button. One behavior costs 40 minerals and the second behavior applies the stat bonuses with a requirement of the previous behavior.
Then on the command card i put the 40 mineral behavior ontop of the stat bonus one. So basically, when you click on the first button and spend the 40 minerals it removes the first button revealing and activating the second behavior. Since both behaviors have the same button the text doesn't change. So to the user it seems like they just spent 40 minerals and gained the stat bonuses.
I'm not that good with the editor but this has been working great for me. It allows the bonus to only effect the single unit you purchased it on. So even if you have 20 of the same unit, you will have to buy them individual upgrades.
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I need unit-related-upgrade, so I could upgrade each unit independently of other units of the type. Is it possible to implement such kind of upgrade in upgrade tab of data editor?
Make a behaviour which includes whatever attribute change you want. If you can't change the desired attribute via behaviours, then you're SOOL. Add the behaviour to your unit.
Now make your upgrade. Make a requirement for that upgrade, and under "use" (NOT "show"), enter your upgrade and "completed at unit" (yes, your unit needs to have the research skill). Now make a "player requirement" validator and set it to reject your upgrade. Now attach your validator to your behaviour under "disable".
SC2 was not designed for this. The above is a very ugly workaround. Personally I would use triggers which apply behaviours instead.
What do you mean? Should I set a requirement for this validator or what?
Btw, "completed at unit" seems to be a momentary event. The requirement is always false except the moment the upgrade is completed at unit. So how momentary event is supposed to enable a behavior forever? Maybe a validator can be switched by a short event instead of constant condition?
The requirement is there to enable the behaviour.
Let me put this another way.
You cannot make an upgrade affect a single unit.
However, you can have a behaviour on a unit with a "completed at unit" requirement to function. I'm not sure what the issue is without seeing your map, but try changing settings here and there without deviating too far from what I stated above and it should work eventually. It's something I've used in the past so I know it works.
Oh yeah, it worked, thanx. Short event switches validator forever indeed.
I hate to bump a four-month-old thread, but I'm having a minor problem with this solution.
I thought it would be an ideal replacement for my original work-around (I had each "upgrade" be an Effect - Instant Ability with a long casting time), and for the most part it works like a charm. But I can't get the button for the upgrade to go away once the upgrade has been completed. It goes away while the upgrade is in the process of being researched, but once it's finished the button pops back up again.
I had the Research ability set to use a Requirement similar to player-wide upgrades, with Not -> Count Upgrade -> Queued or Better at Unit. Then I tried setting the requirement on the button on each unit's command card, but that didn't work either. Is there an alternative I'm not seeing here?
@JimStarluck: Go
I have a map i am working on with a bunch of units. Each unit has 8 upgrades on them that only effect that one unit. The way i do it is, I make a 2 behaviors that use the same button. One behavior costs 40 minerals and the second behavior applies the stat bonuses with a requirement of the previous behavior.
Then on the command card i put the 40 mineral behavior ontop of the stat bonus one. So basically, when you click on the first button and spend the 40 minerals it removes the first button revealing and activating the second behavior. Since both behaviors have the same button the text doesn't change. So to the user it seems like they just spent 40 minerals and gained the stat bonuses.
I'm not that good with the editor but this has been working great for me. It allows the bonus to only effect the single unit you purchased it on. So even if you have 20 of the same unit, you will have to buy them individual upgrades.